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Post by Gravedust on May 26, 2011 14:21:36 GMT -8
Okay. First of all, thank you SO MUCH for helping out with the SA demo. everything we've done so far has been invaluable in helping develop the airship rules and building practices. I literally could not have gotten these things down without you. So again THANK YOU from the bottom of my little heart. So. My question is: What do y'all wanna do now? I ask because we've been doing SA for a few months now and I've got all the info I need from it, so I was wondering if you wanted to keep on trucking with that or try something different for a while? Couple of options: +MORE STEAM ARMADABasically we just keep right on going with the whole story as it lies. One big alteration I plan on implementing as kind of a country-sized strategic map, so you can choose what to attack (or defend..) when and make decisions based on the compositions of enemy forces.. I'd also try to pick up a few (like 1 or 2) more players. +MORE STEAMPUNK!We can start up a RP-style Steampunk! game again. This would be more sandboxy and less rail-y. (as promised) and probably benefit from some of the updated ruleset. I was talking with Kate and she said she would be interested if time permitted, and this would also give E a chance to participate again, if she's still interested. We could continue from where we left off at the end of Isle of Pirates, or start somewhere entirely new. Again I'd try to hustle a few more people into the game. +S.H.G.V.R. (Mech Game)You can see an example here: www.gravedust.proboards.com/index.cgi?board=general&action=display&thread=127Basically it's a top-down strategy game, a lot like SA except away waaaaaaaayyyyyyy less complex on a per-unit basis. it features cute little mechs which can be customized with different weapons, levels of armor, shields, jumpiest, etc etc etc. Unlike SA it is turn based. So the player side goes, and they the AI (me) side goes. It would be co-op unless you decided you want to fight each other. Currently I'm rebalancing the mech stats, but I can finish that up pretty quickly in all probability. It doesn't take very long for me to calc, and my playtest was a lot of fun. (For me, anyway Your mileage may vary) +SUPER DUNGEON SMASHERSBasically this is a forum version of a pen and paper equivalent of a Diablo-style dungeon hack. Originally it's meant to be played on a tabletop, but I think I can make it work over a forum too. It's a classless system, how your character turns out depends on what attributes and skills you but, so you can wind up with a very unique and effective (or not) character. It's.. not a very serious game, if the name didn't give that away. It's meant to be simple and fun and fast-paced. I'm not quite sure how well it'll translate over a forum, but I think I can make it work. +NOTHING AT ALLThat's right. I think you've earned the chance to take a break, if you'd like. I'd probably pester you again in a few months when the new version of SP is out and ready to be fiddled with.. If you do decide you want to sit out for a while, I'll probably go run an SHGVR game on some other forum somewhere, with the intent of trying to generate some interest in the site and some of the other projects here. Whew. So yeah. Please think it over and let me know what you feel like doing. PLEASE PLEASE PLEASE let me know before noon tomorrow. I'm going to have a lot of computer-less free time this weekend, so I'd like to be able to make use of it preparing for whatever we'll be doing next if I can. Thanks much.
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Post by jazzs3quence on May 26, 2011 17:23:43 GMT -8
I'd be down with whatever with a few caveats...
- Not sure if Erin would want to join the vanilla Steampunk game. Mostly due to lack of free time. Of course, summer's coming and that might change things, too.
- SA is brilliant but it's also time consuming. I think about the time I spend working out a move with two ships and a bunch of groundlings and then think that the amount of time you must spend doing calcs and the writeup must be insane. Such is the style of the game, I suppose, but still...might be nice to take a wee break from something ridiculously complex.
- I'm interested in the mech game. I haven't played a mech game since tabletop Battletech (well, outside of Mechwarriors) and my only opponent aside from the one time I played with another human was myself, and that's not nearly as fun.
- I would also propose that if anyone wants to take a stab at running The Long Con, I would offer myself up as an advisor and consultant, able to provide resources and con ideas as well as fix any gaping holes in the system. It would give me the opportunity to clean up and revise the game that I haven't really looked at for a couple months (that said, the wiki I built got torn down when I switched webhosts, but I should have most of it in the original word doc and probably a better idea is to just do a public Google doc for it).
If everyone wants to do SP, I'll see if E would want to hop aboard the fun train.
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Post by Gravedust on May 26, 2011 19:58:32 GMT -8
Yeah, the time required to run SA is... Considerable. And right now I think that that's it's biggest drawback. The more I run it the more shortcuts I learn and the faster things get, but at present it's just not possible to run the larger battles I was envisioning without a major time investment. For the most part though, I think the system works fine on a small scale, so it ought to be okay to use in SP! ..Just don't try to do dozens of ships at once. (Although I have the groundwork laid to handle fleet-sized engagements by abstracting basic ship stats from their complex SP! stats. ...It would work a little like RISK or a Civ game and you could do a whole war that way if you wanted. ...it's actually a minor goal I have for SP! at the moment; to have multiple scales of play, so you can be just one guy on one ship, or a small fleet commander, or the admiral in charge of a major, prolonged engagement.)
ANYWAY!
To explain a bit more about SHGVR. It was actually purpose-built to work on a forum, in response to SA's being an unwieldy son of a bitch.) It's a mech game and I guess in a lot of areas it borrows pretty heavily from Battletech, but it's hard not to and still be a mech game.
Basically it's turn-based combat, with each player controlling multiple units. The game is set up to encourage having a 'team' that can be used strategically to counter threats. I don't want players to be able to just roll out six of the same mech type and clear the field with them, so the weapon systems have been designed in a sort of rock-paper-scissors kind of way. ...that's the intent, anyway... We'll see if I did the job as well as I thought, =P
Besides mechs, the other big factor in combat is the Pilots. (I haven't decided between 'real' pilots or AI... It makes no practical difference in game terms...) Pilots can have some base skills into which you can freely allocate points, (Accuracy, Melee, Evasion, Sensors, Hacking) and they gain extra points the longer they manage to stay alive. You can use pilots with different skill settings to further tweak out the mechs' performance.
Overall the game is a lot simpler/more abstract than SA. There is no detailed damage system for one thing, if one of your units runs out of Armor it blows up, simple as that.
Movement is simplified to "you can move ## squares per turn, and jump ##, and then face any direction you want.")
It still features a bit of resource management, (Shields, power reserve, ammo, etc) And the turn based nature makes it so you don't have to guess what your enemy will do; they've already done it. (or course you still have to worry about what they'll do next...)
Like SA there will likely be mission objectives beyond just killing everything on the map.
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Post by brendur on May 27, 2011 11:23:44 GMT -8
My personal vote goes towards more Steam Punk
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Post by Gravedust on May 27, 2011 12:04:48 GMT -8
cool beans ;D I'll think of some plotstuffs for SA and maybe also twiggle around w/ SHGVR component stats if I get the extra time. Catch yez all on monday@
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Post by Gravedust on May 29, 2011 21:59:40 GMT -8
.....Aaaand I'm back!
Weekend was a blast and as a result I got not a single damn thing done. -_-
But anyway.. What's the verdict w/ E? she innerested/able to come back? I'll be pestering Kate as soon as I see her.
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Post by jazzs3quence on May 30, 2011 6:15:04 GMT -8
I'll ask today. If she decides not, I'll roll up a new character who could feasibly take her place as captain and say her and Dex just fucked off somewhere.
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Post by jazzs3quence on May 30, 2011 17:21:40 GMT -8
Survey said no (too much other stuff going on -- to be fair, she's just volunteered to repaint the largest room in the house by herself, so...), so I will refamiliarize myself with the chargen process and roll up a new character. Got one in mind already.
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Post by Gravedust on May 30, 2011 18:57:43 GMT -8
Cool Beans... Emm.. I expect I'll be about a week before things kick off really, I'm gonna do a quick review of the rules and look around for extra peeps.. I may be having to remake a bunch of items and such as well.. So you may wanna hold of on rerolling a while yet, I'll let you know when I've finished messing w/ the chargen stuff.
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Post by Gravedust on May 31, 2011 7:07:23 GMT -8
So I couldn't sleep last night, so I banged out the first of my planned revisions to the chargen process. Basically I'm putting in a Perk system with a few minor tweaks It's a skeleton right now, but I think you can probably see where I'm going with it. I'm not done adding things by far but if you can think of anything that would fit in, feel free to suggest.
Otherwise I'm just posting it so I can copy/paste as I left my working files at work. -_-
======================================== Character Boons, Flaws and Trades.
These are optional traits that can be applied to the character when it is first created. They are meant to add a bit of spice to the character generation system, and to help define your character beyond just the raw stats. In some cases they may add unique attributes to your character that can change they way you may want to play them.
Note that the bonuses listed here do not effect base stats as they are listed on the character sheet., (I.e. if your character has a Toughness of 20 and you add a Boon that adds 10, your Character's Toughness is not now 30. It REMAINS at 20 on the sheet and the 10 Toughness from the boon is added as a bonus when the roll is made. This means (among other things,) that you can exceed the normal range of stats in some cases. (for instance if you raised a Character's Strength to 100 and had a boon that raised Strength by 10, Once you added the boon's bonus for the roll their Strength is essentially 110.) By that same coin, however, negative penalties can't be fully 'bought off' by adding stats. If you have a flaw that decreases toughness by 20, even if you raise your character's Toughness to 100, since the penalty is applied afterwards your character's strength will never effectively be above 80.
It should be noted that you absolutely do not have to add Boons, Flaws, or Trades to your character if you don't want to.
+Boons Boons are positive attributes, that will usually give bonuses to stats or add special abilities. Your character can have a maximum of four boons.. Each Boon has a point value, which should be tallied as you add them to your character. The number of Boon points you add must be countered by an equal or greater number of Flaw points in order to keep the character balanced.
+Flaws Flaws are negative attributes, that in most some will decrease the results of certain kinds of rolls. Each Flaw will have a point value. The amount of Flaw points you add to your character must be equal to or greater than the amount of Boon Points you add. Your character can have a maximum of four flaws.
+Trades Trades are a mixture of positive and negative, and as such they do not add Boon Points or Flaw points. You can add a maximum of four Trades to your Character.
Note that while some Trades represent a condition or a social standing, it is not required to take a trade in order to play a character with a corresponding background. You can and should Stat and play your character in the manner you desire. (At the same time though, don't take a Trade, Boon or Flaw that is in opposition to your character's story just for the stats...)
+++BOONS+++
+Built (## Points) Your character possesses an admirable physique, earned through hard work or plenty of time on the sporting ground or in the gym. +10 to Strength rolls +10 to Charm Rolls +5 to Intimidate Rolls +5 to Toughness
+Fast talker (## points) Your character is naturally glib, and can sometimes smooth their way past any mistakes they may have made while trying to get others to see their point of view. +Character may re-roll a failed check involving Charm, Intimidate, or Impress once per game day.
+Lightning Quick (## Points) Your character has amazingly quick and precise twitch reflexes. +Character may make 2 Combat Tactics rolls for a given round of combat. The higher result of the two rolls will be used. This ability must be called with the character's combat actions (though it requires no action to use), and may only be used once per game day and may be used for Sneak attacks, or to defend against sneak attacks.
+++FLAWS+++
+Four Eyed (## points) Your character requires eyeglasses to see normally, and even then hir vision is not perfect. -10 To spot rolls -10 to Firearms and Cannoneering Rolls Both penalties double if the character does not have glasses or goggles equipped in their head slot.
+Overweight (## points) Your character is chronically overweight, and nothing they seem to try can get the pounds to come off. + 5 to Base Size -10 to Charm rolls -20 to Agility rolls
+Depression (## points) Your character simply cannot be made to see the positive side of anything. This persistant ennui constantly saps their will to go on. -5 Morale per game day
+Clumsy (## points) Your character just can't seem to ever get themselves fully under control. -15 to Agility rolls
+Unlucky (## points) Your character just can't seem to make things go their way. Sometimes even the simplest tasks can somehow go wrong. +On any roll if the result of the D100 is a multiple of 13 (13, 26, 39, 52, 65, 78, 91) the roll automatically fails.
+Graceless (## points) Your character has a blunt demeanor that makes it harder for them to connect with others. -20 to Charm rolls -20 to Impress rolls
+Pacifist Your character abhors violence in all it's forms, and can hardly bring hirself to do harm to another human. -40 to Firearms Rolls -40 to Swashbuckling -40 morale penalty if this character purposefully harms another person.
+++TRADES+++
+Pain Resistant Your Character's Tolerance to pain and ability to keep on fighting while injured is impressive, but come at the cost of a brash recklessness that enemies can sometimes use to their advantage. - -20 to Wounded Roll Penalty -20 to Combat Tactics Rolls
+Ogrish Your character has an extremely heavy, nearly monstrous build, abnormal enough to spark feelings of fear in ordinary folk. +15 to Intimidate Rolls +10 to Toughness +20 to Strength Rolls -30 to Charm Rolls +10 to Base Size (30)
+Sickly Your character suffers from a chronic malady that keeps them in a perpetually weakened state. However living with and treating this condition throughout their life has afforded them keener than normal insight into medical practices, enabling them to treat themselves and others more effectively. +Character has 8 wound levels instead of 10 (levels 9 and 10 are permanently crossed out) +20 to Medical Rolls -20 to Strength Rolls -10 to Toughness Rolls
+Small Your character has a smaller than average frame, making it easier for them to fit into tight spaces, and making them a harder target to hit. However their diminutive nature also means they can't lift or carry as much. -5 to base size -15 to Strength Rolls
+Upper Class Your character is well-bred (or knows how to act well bred) and as such has a genteel manner or appearance that lends them respectability and tends to put others at ease. On the downside, however, they do come across as a bit of a pushover. +10 to Charm +10 to Impress -20 to Intimidate
+Bon Vivant Your character is devoted to pleasure in all it's many forms. When they're feeling good, it seems like there is nothing they can't accomplish. When things are going poorly however, they can collapse into helpless despondency very quickly. - Morale bonuses to rolls are doubled Morale Penalties to rolls are doubled Wound penalties are doubled
+Aged Your character has lived long enough to reach a respectable old age. While their physical prowess may not be what it once was, they often make up for that with sheer worldly experience. +Character may reroll one failed roll of any kind once per every game day. -10 to Strength Rolls -10 to Agility Rolls -10 to Toughness Rolls
+Young Your character is a young boy or girl, around 10-15 years of age. -10 to Base Size -20 to Strength Rolls -20 to Toughness Rolls +10 to Charm Rolls -20 to Intimidate Rolls
+Perfectionist Your character thrives on success and seeks to achieve perfection in all things. However mistakes, even minor ones, can leave them frustrated and angry. +1 Morale every time this character succeeds at any roll. -2 morale every time this character fails at any roll.
+Rifleman Your character has specialized in the use of rifles and other two-handed ranged weapons through assiduous practice and special training, though their training in other weapons has not been very rigorous. +20 to Firearms rolls while using any sort of long gun. -15 to Firearms rolls while using any sort of Size 1 or 2 pistol. -15 to Swashbuckling rolls
+Pistoleer Your character has specialized in the use of Pistols and other one-handed shooting weapons, to the exclusion of learning how to use heavier weapons such as rifles. +20 to Firearms rolls while using any sort Size 1 or 2 Pistol -15 to Firearms rolls while using any sort of Size 3 or larger gun. -15 to Swashbuckling
+Swashbuckler Your character has pursued the art of the blade, and has polished their swordfighting skill to a high sheen, though their disdain for ranged weapons leaves them with lessened competence in that area. +20 to Swashbuckling rolls -15 to all Firearms rolls.
+Sniper Your character has trained in the art of the long shot, which has taught the virtues of careful timing and careful aim. As a result, their shots are always well placed, though they may also come a little more slowly. +10 to Firearms rolls -15 to Combat Tactics rolls
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Post by jazzs3quence on May 31, 2011 12:32:54 GMT -8
Some of those work in very nicely with my planned character -- basically he's based on Croggon Hainey in Clementine. The jury's still out whether he'll be lugging around a huge wooden box with a freaking gattling gun in it.
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Post by Gravedust on May 31, 2011 13:32:30 GMT -8
Size 4+ Heavy Guns are in, by the way. over a certain size they will have to be vehicle mounted but I'm sure some will be carryable. They make AOE attacks , everyone in a given compartment/square has a chance of being hit, though they can be dodged via an agility roll. In addition to slug throwers I think we'll be having electrically-based weapons (Bypass toughness from armor) and possibly sonic weapons (Do comparatively little damage, but cause disorientation and large roll penalties.) some chemical darts might make it in as well. Both sonic and electrical weapons won't require ammunition, but will run off portable pressure tanks.
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Post by jazzs3quence on May 31, 2011 17:49:20 GMT -8
mmmm....the sonic weapons reminds me of that thing they used in Boneshaker...related?
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Post by Gravedust on May 31, 2011 22:22:46 GMT -8
Ehhh.. In a sense.. They started out as airship-class weapons that would cause compartment malfunctions, while disregarding the armor around them. (i.e. they would be useful against very heavily armored vessels that smaller cannons would have a hard time damaging. At airship scale it's less about sound than about vibration. basically you fire a 'cap' that sticks to a ship's hull magnetically and there's a device inside that vibrates at a certain frequency. The aim is to develop a destructive harmonic somewhere inside the ship so something fragile and important breaks. The other armor-bypassing weapon that I'm probably going to put in at airship-scale is basically a lightning gun. This does nothing to armor or condition damage (most compartments don't care about electricity, they're purely mechanical, hydraulic, pneumatic, etc, no electronics to fry.) But it essentially cooks the crew inside the ship. Compared to regular cannons, both these weapon systems are large, heavy and expensive in terms of steam, especially the lightning cannon. ANYWAY that's neither here nor there. On a whim I decided to scale down the sonic/vibrational airship weapon once I figured out it might be cool to have a way to impose roll penalties on other people in combat. Basically making people dizzy and nauseous by screwing with their inner ear. So yeah it's basically like the Daisy or whatever it was called from Boneshaker, minus the AOE and the long charge time, and I was thinking it'd be more of a handheld size. (Hehe.. I hate to be seen as ripping off that weapon, but there seems like no other way to get the effect I want. : / Although I've been thinking a bit about adding these and giving them the same effect: en.wikipedia.org/wiki/Vortex_cannon ) Either way I figure it'd be a good nonlethal option for cops an the like.. Though in the case of a sonic gun maybe there could also be illegal, overpowered versions capable of more serious damage versus humans, kind of like a death ray...
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Post by brendur on Jun 2, 2011 5:42:13 GMT -8
I was thinking about suggesting a system of merits and flaws, these look great! If you're ever thinking of expanding it, you might want to look at this list of "Backgrounds" from Arcanum. I realize the ones that relate to magic don't apply, but everything else would make for a blast! www.terra-arcanum.com/index.php?section=library&content=characterbank&id=bios I was particularly tickled by the "you're a reanimated science experiment" ones
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Post by Gravedust on Jun 2, 2011 10:12:20 GMT -8
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